Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
No edit summary
 
Evalus (talk | contribs)
 
Line 1: Line 1:
  +
{{npcbox
−
Deathwing has been sealed. Azeroth is once again safe. The world, though forever changed, can return to normal once again... Or can it?
 
  +
|name = Fathom-Lord Karathress
  +
|image = Fathom-Lord Karathress.jpg
  +
|race = Naga
  +
|creature = [[Humanoid]]
  +
|level = ??
  +
|type=Boss
  +
|sex = Male
  +
|health = 1,274,000
  +
|faction = Combat
  +
|status = Killable
  +
|location=[[Serpentshrine Cavern]], [[Zangarmarsh]]
  +
|instance = Serpentshrine Cavern
  +
}}
   
  +
'''Fathom-Lord Karathress''' can be found in [[Serpentshrine Cavern]] and is usually killed as the fourth [[boss]]. The fight involves several adds (similar to [[High King Maulgar]]), and is a [[battle for survival]] which is made much easier by high DPS. After killing Karathress, {{NPC|Neutral|Seer Olum}}, his prisoner is freed and adventurers can now talk to him.
−
A new wind is arising from Azeroth, but not the one mortal races can see. The sanctuary of the dream has been breached. The evil once thought dead lives again. Deathwing's evil influences are about to erupt a new Nightmare...
 
−
==WORLD OF WARCRAFT: RECURRING NIGHTMARE==
 
−
*'''New Playable Races'''
 
−
**Alliance: [[High Elf]] and Draconian
 
−
**Horde: [[Pandaren]] and [[Naga]]
 
−
*'''New Completely Neutral Zone: The [[Emerald Dream]]'''
 
−
*'''8 New Hero Classes: One for each race on a faction'''
 
−
*'''New Class: Monk'''
 
−
*'''Mount Customization''' (though not as silly as P1mp my Mount...)
 
−
*'''Guild Houses'''
 
−
*'''Level cap raised to 100'''
 
−
*''' Profession rank raised to Guru.'''
 
−
*'''Players can learn other languages of their faction'''
 
−
==New Playable races==
 
   
−
===High Elf===
+
== Abilities ==
  +
===Fathom-Lord Karathress===
−
[[File:High_elves.jpg|thumb|It took us how long to become playble?]]
 
  +
*''Cataclysmic Bolt'': Targets random mana user, deals 50% of target's max HP in shadow damage (increased by The Beast Within), a brief knockdown and a stun. Resistible [[binary spell]]. 6 second cooldown. Targets only players with mana bars.
  +
*''Melee'': rather low at first, increases to ~6,000 on plate after gaining "The Beast Within"
  +
*''Sear Nova'': ~3,000 fire damage melee range AoE, cast every 20–60 seconds
  +
*''Blessing of the Tides'': If Karathress reaches 75% health while any of the three adds is still alive, he gains ''Blessing of the Tides'', increasing both cast time and attack speed by 66% for each add still alive (= triple damage output with 3 adds up)
  +
*''[[Enrage (mechanic)|Enrage]]'' : 10 minute enrage timer
   
  +
===Fathom-Guard Sharkkis===
−
After the War of the Lich King, many of the high elves moved from their home in Dalaran to Stormwind, hoping they where still welcomed. While many of the other alliance races were still bitter over the betrayal of the Blood Elves, the high elves unexpectedly welcomed by King Varian.
 
  +
*''855,000 HP''
  +
*''Melee'': normally only moderate damage (until The Beast Within, see below)
  +
*''Multishot'' : ~2000-3000 damage on three players
  +
*''Leeching Throw'': similar to [[Viper Sting]] this randomly targeted attack burns mana and health at a rate of 525 per [[tick]] for 12 seconds
  +
*''Hurl Trident'': hits a random target for ~1500
  +
*''Summon Pet'': Sharkkis summons a non-[[CC]]able pet, either an elemental (Fathom Lurker) or a beast (Fathom Sporebat). The pet deals simliar amounts of melee damage as Sharkkis himself. The elemental pet explodes when killed, the beast doesn't. The Sporebat has a knockback reducing the tank's threat on it.
  +
*''The Beast Within'': from time to time, Sharkkis turns red for 18 sec. increasing his damage by 30% and the pet damage by 50%
   
  +
===Fathom-Guard Tidalvess===
−
*'''Classes''': Monk, [[Paladin]], [[Hunter]], [[Mage]], [[Warrior]], [[Priest]], [[Druid]]
 
  +
*''840,000 HP''
−
*'''Hero Classes''': [[Death Knight]], High Mage
 
  +
*''Shaman Abilities'': Tidalvess has Windfury Weapon and a Frost Shock for 5400-6600 Frost damage.
−
*'''Mount''': [[Elven horse]]
 
  +
*''Totems'': He can summon one for the following totems:
−
*'''Racial Capital''': None, has section [[Stormwind City]]
 
  +
:# Spitfire Totem - 25.000 health, 1 min duration, periodically attack up to 5 players within 45 yards for 2550-3450 Fire damage ignoring line of sight
−
*'''Language''': [[Thalassian]] (High Dialect)
 
  +
:# Poison Cleansing Totem - 4000 health, removes 1 poison effect from Tidalvess every 5 seconds
−
*'''Racial Leader''':[[Vereesa Windrunner]]
 
  +
:# Earthbind Totem - lasts 45 sec., periodically reduce movement speed of nearby players to 50% of normal
−
*'''Racial Abilities'''
 
−
**'''Blood Separation''' ''passive'': High Elves are more resistant to Fire and Shadow Magics.
 
−
**'''Silvermoon Ancestry''' ''passive'': High Elves are better at using Bows than most other races.
 
−
**'''Arcane Discharge''' ''active'': High Elves can shoot a bolt of Arcane energy at opponents. Leveled arcane damage, 2 minute cooldown.
 
−
**'''Highborne Effect''' ''passive'': High Elves non-magical attacks may cause additional Arcane damage.
 
−
**'''Advanced Literature''' ''passive'': High Elves start with a better inscription skill than other races.
 
   
−
===Draconian===
+
===Fathom-Guard Caribdis===
  +
*''885,000 HP''
−
[[File:Broodlord_Lashlayer.jpg|thumb|*burps* Whoa. Should not have eaten that last elemental. NOTE: This is the closest race ingame to Draconian.]]
 
  +
*''Water Bolt Volley'': 45 yard AoE dealing 2775-3225 Frost damage, resistible
  +
*''Healing Wave'': Single target heal unrestricted by LoS or range, cast on any mob or herself, heals 20-30% of the target's total HP. Interruptible, 15s cooldown
  +
*''Tidal Surge'': every 10–15 seconds, 10 yard AoE stun (players are frozen in an ice block) for 3 seconds. No aggro reset, resistible
  +
*''The Whirlwind'': From time to time, a whirlwind spawns near Caribdis, which moves all over the whole room. It deals no damage, but lifts players up in the air for about 3–9 seconds and gives a debuff which increases cast time
   
  +
== Raid composition ==
−
The Goblins escape from Kazen has left the island mostly uninhabited. With the settling of the lava, new beings emerge from the fire depths of Mount Kajaro. The Draconians, proud children of the long forgotten Jade Dragonflight, reemerge. Both factions race for the chance to ally this new race, but the Worgen arise first, signing the drakonid-like race to the alliance.
 
  +
*2 [[main tank]]s
  +
*2-3 [[off tank]]s (e.g. feral [[druid]]s or DPS [[warrior]]s in tank gear)
  +
*7-8 [[Healer (role)|healer]]s
  +
*8-10 ranged [[Damage (role)|damage dealers]]
  +
*2-5 melee damage dealers
   
  +
The group with the Tidalvess (Shaman) tank should contain a shaman, who keeps [[Grounding Totem]] up at all times, to negate Tidalvess' Frost Shock.
−
Death Knights are captured scouts who were sent to the surface before the eruption to report on world events.
 
   
  +
Due to the mechanics of Fathom-Lord's Cataclysmic Bolt, [[paladin]] tanks are not advisable for this fight. Damage caused by this ability to a tank with ~18-20k health is very difficult to heal through and can easily cause a [[wipe]] for entire raid.
−
*'''Classes''': Warrior, Paladin, Priest, Mage], [[Warlock]], Hunter], [[Rouge]], [[Shaman]]
 
−
*'''Hero Classes''': Death Knight, Draco Knight*'''Mount''': [Salamande]] (Same as the ones in WC3, but a different model from thunder lizards)
 
−
*'''Racial Capital''': Meteopolis (Located in Deep Scorch, entrance through Mount Kajaro)
 
−
*'''Language''': [[Draconic]] (Jade Dialect)
 
−
*'''Racial Leader''':The 5 Jade Dragon Lords
 
−
*'''Racial Abilities'''
 
−
**'''Draco Bolt''' ''active'': Draconians can launch a bolt of fire from their mouths. Leveled fire damage, 2 minute cooldown.
 
−
**'''Clawed Combat''' ''passive'': Draconians are better at fighting bare handed or with hand weapons than other races.
 
−
**'''Pact of Dragons''' ''passive'': Draconians will not be bothered by Horde guards unless they are flagged for PvP. Draconians can't talk, trade, or join parties with Horde members outside the Emerald Dream.
 
−
**'''Scaled Armor''' ''passive'': Draconians have 25 armor automatically.
 
−
**'''Metal Finder''' ''passive'': Dragonians start with a better [[mining]] stat than other races and they don't need a pick axe.
 
   
−
===Pandaren===
+
== Kill Order ==
  +
Since Blessing of the Tides is a rather evil buff for the boss, it's reasonable to kill the adds first. The priest is the easiest add to control and should be killed last. Whether the shaman or hunter has to be killed first is a matter of choice. The hunter drains mana, the shaman deals the most damage - if the two main tanks both have good gear, it may be better to kill the hunter first. The following kill order minimizes the damage taken by the raid:
−
[[File:Pandaren.jpg|thumb|Anyone want to join me for a pint or two? Or three? Or four...]]
 
  +
# Tidalvess (Shaman add)
  +
# Sharkkis (Hunter add)
  +
# Caribdis (Priest add)
  +
# Karathress (boss)
   
  +
Every time an add dies, Karathress gains a new ability (similar to the Anubisath Mobs in the [[Temple of Ahn'Qiraj]]):
−
An emerald mist appears off the coast of the [[Swamp of Sorrows]]. Just as it appears, it lifts, reveiling the long lost land of [[Pandaria]]. Though both the Horde and Alliance attempt to sign the peaceful race, [[Mojo Stormstout]], leader of Pandaria and brother to famous [[Brewmaster]] [[Chen Stormstout]], chooses the Horde, remembering his brother's affiliation with the [[Darkspear Trolls]] and the [[Beastmaster]] [[Rexxar]].
 
  +
*When the shaman's dead, Karathress starts to drop the same "Spitfire Totem" as the Shaman
  +
*After Sharkkis the hunter dies, Karathress permanently gains "The Beast Within", greatly increasing his melee damage output
  +
*From Caribdis the priest, Karathress gains "Tidal Surge" (10 yard AoE ice block freeze every 15–20 seconds)
   
  +
== Positioning ==
−
During the third war and on, some Pandarens managed to escape their Emerald prison. Some were captured by the scourge.
 
  +
First the entire room and the patrol in the next passageway must be cleared. Tanks list:
  +
*Karathress - best geared main tank
  +
*Tidalvess - 2nd main tank
  +
*Sharkkis - offtank
  +
*Sharkkis pet - offtank (possibly the same as the Sharkkis offtank, if well geared)
  +
*Caribdis - warrior offtank
   
  +
The shaman and the priest both have a 45 yard AoE spell. After the shaman's dead, Karathress gains that ability from the shaman. Thus the best setup would be to have the boss, the shaman and the priest all 45 yards apart from everybody else. Unfortunately such a setup has not been found so far, so usually the priest add gets a small group in one corner, the boss is tanked near his initial position, while the hunter and the shaman are killed away from the other mobs.
−
*'''Classes''': Warrior, Monk, Druid, Mage, Paladin, Priest, Hunter, Shaman
 
−
*'''Hero Classes''': Death Knight, Brewmaster
 
−
*'''Mount''': Pandaren Ox
 
−
*'''Racial Capital''': Great Walled City of the Ling Sing Dynasty, Located in central Pandaria.
 
−
*'''Language''': [[Pandaren (language) | Pandaren]]
 
−
*'''Racial Leader''': Mojo Stormstout
 
−
*'''Racial Abilities'''
 
−
**'''Beer Gut''' ''passive'': Pandaren don't get drunk as fast as other races and recover much quicker.
 
−
**'''Bartender''' ''passive'': Pandaren start with a higher cooking stat and know several unique dishes.
 
−
**'''World Trader''' ''passive'': Pandaren will not be bothered by Alliance guards unless they are flaged for PvP. Pandaren Can't talk, trade, or join parties with Alliance members outside the Emerald Dream.
 
−
**'''Form of the Monkey''' ''active'': When used, Pandarens will become less likly to be hit for 5 minutes. 10 minute cooldown.
 
   
  +
On the pull, [[Misdirection]] is best used on the Shaman add (to prevent him from taking out the Karathress tank with a damage burst), on all other mobs it's optional.
−
===Naga===
 
−
[[File:Naga_female_and_male.jpg|thumb|This is my squishy. I will call him Squishy and he shall be mine. OW! No! Bad Squishy!]]
 
   
  +
== Spitfire Totem ==
−
With [[Queen Azshara]] out of the picture (or at the very least defeated), a small group of Naga fled their home. Welcomed by the [[Blood elf | Blood Elves]], they built residence in [[Quel'Thalas]].
 
  +
During the whole fight, the spitfire totem is a major source of raid damage. While adds are still up, it's absolutely necessary to bring it down ASAP when it spawns. All ranged damage dealers should have a macro to quickly target it i.e. /target Spitfire Totem. When only Karathress remains, it's possible to ignore the totem and simply heal through the damage.
   
  +
== Caribdis Group ==
−
*'''Classes''': Warrior, Rouge, Mage, Priest, Hunter, Shaman, Warlock
 
  +
One warrior off-tank, a rogue and a shaman healer is the smallest group able to control Caribdis. Adding a warlock, a mage or an additional healer makes the job easier, but also slows down the killing of the other adds and/or makes raid survival more difficult.
−
*'''Hero Classes''': Death Knight, Draco Knight
 
−
*'''Mount''': Mud Lizard
 
−
*'''Racial Capital''' :None, shares [[Silvermoon City]] with the Blood Elves.
 
−
*'''Language''': [[Nazja]]
 
−
*'''Racial Leader''': None, Run by a small group of Sirens and Warlocks.
 
−
*'''Racial Abilities'''
 
−
**'''Deep Sea Aquatics''' ''passive'': Naga can breathe underwater and swim as fast as they can walk on land.
 
−
**'''Undersea Hunting''' ''passive'': Naga start with higher a Fishing skill and can fish underwater.
 
−
**'''Slippery Scales''' ''active'': Naga can remove most debuffs (Not Resurrection sickness, debuffs caused by buffs, or item debuffs). 10 minute cooldown.
 
   
  +
The purpose of the priest add group is to interrupt all her heals. The rogue should use [[Mind-numbing Poison]]. When the two melee classes are frozen, the shaman healer must pay extra attention to be ready and use rank 1 [[Earth Shock]] when she starts a heal.
−
==The Emerald Dream==
 
−
Level range: 83-100
 
−
[[File:Emeralddream.jpg|thumb]]
 
   
  +
Adding more melee damage dealers to this group is pointless, it only increases the load on the healer. If heals keep getting through, a warlock may keep [[Curse of Tongues]] active on her, and if the warrior or rogue die frequently it helps to have a second healer paying attention to this group. The healer's job is easier if this group can stay 45 yards away from all other mobs, so that the random damage spells from the other mobs don't interfere.
−
For many centuries, the Druids of Azeroth have been exploring this alternate world, studying it. Within the dream is a world that is untouched by the mortal races. The land forms one mass, and in the center the [[Emerald Nightmare]] erupts.
 
   
  +
== Quotes ==
−
Unlike Azeroth and [[Outland]], the dream is completely neutral. As neither faction can claim full hold in it's region, both the Alliance and Horde can work together to push back the Nightmare. That's not to say that they HAVE to work together...
 
  +
Aggro:
  +
*{{text|yell|Guards, attention! We have visitors....}}
  +
Killing a player:
  +
*{{text|yell|I am rid of you.}}
  +
*{{text|yell|Land-dwelling scum!}}
  +
Killing Caribdis, Sharkkis, or Tidalvess:
  +
*{{text|yell|More knowledge, more power!}}
  +
*{{text|yell|I am more powerful than ever!}}
  +
*{{text|yell|Go on, kill them! I'll be the better for it!}}
  +
Misc:
  +
*{{text|yell|Alana be'lendor!}}
  +
Upon Gaining Blessing of the Tides:
  +
*{{text|yell|Your overconfidence will be your undoing! Guards, lend me your strength!}}
  +
Death:
  +
*{{text|yell|Her... excellency... awaits!}}
   
  +
==Loot==
−
As with [[Northrend]], flying mounts require a new training level; Dreaming Flier. Readily available at level 90, it's not cheep, costing 2500 gold. Cheaper than Artisan flying, yes, but not as cheep as Cold Weather flying.
 
  +
{{Lootbox|[[Tier 5]] legging tokens:
  +
|Leggings of the Vanquished Champion
  +
|Leggings of the Vanquished Defender
  +
|Leggings of the Vanquished Hero}}
   
  +
{{Lootbox|Other Fathom-Lord Karathress loot
−
Many factions have new bases in the dream: the Argent Crusade takes up base near the Nightmare, preparing for war. The Cenarian Circle scatters it's armies about the dream to aid the new travelers. Even the Knights of the Ebon Blade set base in the northern most tundras of the dream, scouring for what may be Arthas's last breath...
 
  +
|Bloodsea Brigand's Vest
−
===Emerald Dream Dungeons===
 
  +
|Fathom-Brooch of the Tidewalker
−
'''Coming Soon'''
 
  +
|Frayed Tether of the Drowned
−
===Emerald Dream Raids===
 
  +
|Sextant of Unstable Currents
−
'''Coming Soon'''
 
  +
|Soul-Strider Boots
  +
|World Breaker}}
   
  +
==Soloing Fathom-Lord Karathress==
−
==Hero Classes==
 
  +
Fathom-Lord Karathress is one of the most annoying encounters that ramps up in difficulty (due to Fathom-Guard Sharkkis summon a pet every now and then) until Fathom-Guard Carabidis is killed. It can take quite a few tries to master. In addition, without a reliable interrupt ability on a short cooldown such as [[Mind Freeze]], this encounter is impossible to solo due to incoming Healing Waves.
−
Each race has a uniqe hero class. However, on the opposite faction is another race with the same class exists.
 
−
*[[Human]] and [[Orc]]: Battlemaster
 
−
*[[Dwarf]] and Pandaren: Brewmaster
 
−
*[[Gnome]] and [[Goblin]]: Tinkerer
 
−
*[[Night Elf]] and [[Undead]]: Demon Hunter
 
−
*[[Draenei]] and [[Troll]]: Spirit Chaneler
 
−
*[[Worgen]] and [[Tauren]]: Beastmaster
 
−
*High elf and Blood elf: High/Blood mage (great mage)
 
−
*Draconian and Naga: Draco Knight
 
   
  +
Start the encounter by attcking Caribidis. You must kill her before you can kill any of the other members of the group. When her health starts to dip towards 300k, she will cast a Healing Wave (1.5 second cast, 15 second cooldown), which heals for a little more than 100k health. You have to keep interrupting that to kill her. In addition, she summons a Whirlwind that moves around the room. You will have to kite the group away from it. You can get very easily caught in the Whirlwind as one of the group members constantly knock you back, reducing your control over movement. When that happens, you will be out of range to interrupt Caribidis' Healing Waves should she cast it.
−
To create one of these heroes, a player must, on any realm, have a character reach level 55 with the corresponding race. EX: to be a tinker, you must have a Goblin or Gnome character reach level 55. A player may have three '''DIFFERENT''' Hero classes per realm. Each Class plays differently, and many are similar to a normal class or a combination of classes. Like Death Knight, they start at level 55 in a phased area and are able to get a full set of epic gear by the time the phased area is finished.
 
   
  +
If your damage is high enough, to work around the healing Caribidis does, attack one of the pets that Sharkkis summons and bring it down to near 50% health. Caribidis will always heal the target with the least percentage of health, this, she will heal the pet. Still, it is advisiable to keep interrupting her (Every interrupt will thus not require you to damage a pet) as the longer you take to kill her, the higher the rate of damage taken (due to increasing numbers of summoned pets).
−
===Battlemaster===
 
−
[[File:Ability_parry.png|thumb]]
 
−
*'''Races''': Human and Orc
 
−
*'''Armor Level''': Heavy (Plate)
 
−
*'''Raid styles''': DPS, Tank
 
−
*'''Weapons''': All but wands
 
−
*'''Special Abilities'''
 
−
**'''Can set three weapons on a roster to switch between with ease'''
 
−
**'''Like a warrior, uses a rage bar.'''
 
−
**'''New resource bar, Moral, allows the Battlemaster to buff self and others'''
 
−
**'''Is able to use all weapon types but wands'''
 
−
Battlemasters are just as their name suggests; masters of battle. While easily nothing more than a buffed up warrior, Battlemasters also have several abilities of their own.
 
−
*'''Tech Trees''
 
−
**''Command''
 
−
***Tree focuses on Moral abilities
 
−
**''Assault''
 
−
***Tree focuses on DPS.
 
−
**''Stand''
 
−
***Tree focuses on Tanking.
 
   
  +
Once Caribidis is killed, start killing all the pets that Sharkkis has summoned. Once all the pets and Carabidis are dead, the fight becomes very easy. Even when Karathress has the Blessing of the Tides and all guards dead, conferring him new abilities, he is still a pushover. Next up, kill Sharkkis, followed by Tidalvess and finally the Fathom-Lord himself.
−
===Brewmaster===
 
−
[[File:BTNStrongDrink.png|thumb]]
 
−
*'''Races''': Dwarf and Pandaren
 
−
*'''Armor Level''': Medium (Leather)
 
−
*'''Raid style''': Melee DPS, Spell DPS
 
−
*'''Weapons''': Staff, Bow, Crossbow, Polearm, Axes, Dagger, Fist Weapons.
 
−
*'''Special Abilities'''
 
−
**'''Using their unique brewing proffesion, they can create concoctions that are both harmful and helpful'''
 
−
**'''New Resource bar, Materials, they can create brews without gathering the materials before hand'''
 
−
***If the materials are there, they will be used before the Materials bar is used.
 
−
**'''Can set up a stand anywhere to sell drinks to any player, even on the other faction'''
 
−
**'''Like Monks (more on them later), They use a spirit bar to pull off special attacks'''
 
−
Brewmasters are heroes of the parties. While preferring to go out and share joy with the world, they are not to be messed with. Using their wears as weapons and potions, they can be the life of the party and the battlefield.
 
−
*'''Tech Trees'''
 
−
**''Storm''
 
−
***Focuses on Spirit Attacks.
 
−
**''Earth''
 
−
***Focuses on Physical Attacks
 
−
**''Fire''
 
−
***Focuses on Brewing.
 
   
  +
He drops 250 gold, 3 [[Tier 5]] tokens and 1 epic item.
−
===Tinkerer===
 
−
[[File:Inv_misc_gear_05.png|thumb]]
 
−
*'''Races'''': Gnome and Goblin
 
−
*'''Armor Type''': Heavy-Medium (Mail)
 
−
*'''Raid Style''': Ranged DPS, Melee DPS, Tank
 
−
*'''Weapons''': Dagger, Gun, Mace
 
−
*'''Special Abilities'''
 
−
**'''Using their Tinker profession, they can "Enchant" their weapons.'''
 
−
**'''Can create machines to aid them, like mechanical suits and robotic warriors'''
 
−
**'''Uses a similar resource bar to brewmaster allowing them to create machines without materials'''
 
−
**'''Has an energy bar to power machines and tools'''
 
−
Tinkerers are what happens when the engineering profession (which they start with at 250) becomes a class, but with many more bonuses. Tinkerers create massive machines to aid them on there quests, each with unique powers and abilities. Tinkerers can recharge their materials bar by excavating from mineral nodes.
 
   
  +
== Patch changes ==
−
*'''Tech Trees'''
 
  +
* {{Patched|date=2007-04-12|bluenote=Creatures and creature packs associated with Fathom-Lord Karathress will no longer incorrectly respawn once the boss is killed.|link=http://forums.worldofwarcraft.com/thread.html?topicId=94201937&sid=1}}
−
**''Nuts and Bolts''
 
  +
−
***Focuses on Building and Tanking
 
  +
==First kills==
−
**''Sniping''
 
  +
{{AlsoSee|[[The Burning Crusade: Guild Progression]]}}
−
***Focuses on Ranged DPS
 
  +
−
**''Tools''
 
  +
==External links==
−
***Focuses on Melee DPS
 
  +
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
  +
Links that do not conform to the rules will be DELETED.
  +
Repeat violations may result in a BAN.
  +
Have a nice day. :) -->
  +
{{elinks-NPC|21214|armory=1}}
  +
{{elink|site=MMO-Champion|link=http://www.mmo-champion.com/index.php?page=109|desc=Boss guide}}
  +
{{elink|site=Neythas|link=http://neythas.wordpress.com/2008/02/18/fathom-lord-karathress-as-a-mage/|desc=Mage guide}}
  +
{{elink|site=World of Strats|link=http://www.worldofstrats.com/Karathress/tabid/66/Default.aspx|desc=Tactics and videos}}
  +
{{Elink|type=video|site=Shadow Syndicate (Mug'Thol)|link=http://wow.warcry.com/news/view/73051-Instance-Video-SSC-Fathom-Lord-Karathress|desc=Melee PoV|icon=video}}
  +
{{Elink|type=video|site=3iob (Suramar-US)|link=http://www.warcraftmovies.com/movieview.php?id=46562|desc=Rogue PoV|icon=video}}
  +
  +
{{DEFAULTSORT:Karathress, Fathom-Lord}}
  +
[[Category:Bosses]]
  +
[[Category:Serpentshrine Cavern mobs]]
  +
[[Category:Naga]]

Revision as of 11:28, 8 January 2011

MobFathom-Lord Karathress
Image of Fathom-Lord Karathress
Race Naga (Humanoid)
Level ?? Boss
Location Serpentshrine Cavern, Zangarmarsh
Status Killable

Fathom-Lord Karathress can be found in Serpentshrine Cavern and is usually killed as the fourth boss. The fight involves several adds (similar to High King Maulgar), and is a battle for survival which is made much easier by high DPS. After killing Karathress, Neutral Seer Olum, his prisoner is freed and adventurers can now talk to him.

Abilities

Fathom-Lord Karathress

  • Cataclysmic Bolt: Targets random mana user, deals 50% of target's max HP in shadow damage (increased by The Beast Within), a brief knockdown and a stun. Resistible binary spell. 6 second cooldown. Targets only players with mana bars.
  • Melee: rather low at first, increases to ~6,000 on plate after gaining "The Beast Within"
  • Sear Nova: ~3,000 fire damage melee range AoE, cast every 20–60 seconds
  • Blessing of the Tides: If Karathress reaches 75% health while any of the three adds is still alive, he gains Blessing of the Tides, increasing both cast time and attack speed by 66% for each add still alive (= triple damage output with 3 adds up)
  • Enrage : 10 minute enrage timer

Fathom-Guard Sharkkis

  • 855,000 HP
  • Melee: normally only moderate damage (until The Beast Within, see below)
  • Multishot : ~2000-3000 damage on three players
  • Leeching Throw: similar to Ability hunter potentvenom [Viper Sting] this randomly targeted attack burns mana and health at a rate of 525 per tick for 12 seconds
  • Hurl Trident: hits a random target for ~1500
  • Summon Pet: Sharkkis summons a non-CCable pet, either an elemental (Fathom Lurker) or a beast (Fathom Sporebat). The pet deals simliar amounts of melee damage as Sharkkis himself. The elemental pet explodes when killed, the beast doesn't. The Sporebat has a knockback reducing the tank's threat on it.
  • The Beast Within: from time to time, Sharkkis turns red for 18 sec. increasing his damage by 30% and the pet damage by 50%

Fathom-Guard Tidalvess

  • 840,000 HP
  • Shaman Abilities: Tidalvess has Windfury Weapon and a Frost Shock for 5400-6600 Frost damage.
  • Totems: He can summon one for the following totems:
  1. Spitfire Totem - 25.000 health, 1 min duration, periodically attack up to 5 players within 45 yards for 2550-3450 Fire damage ignoring line of sight
  2. Poison Cleansing Totem - 4000 health, removes 1 poison effect from Tidalvess every 5 seconds
  3. Earthbind Totem - lasts 45 sec., periodically reduce movement speed of nearby players to 50% of normal

Fathom-Guard Caribdis

  • 885,000 HP
  • Water Bolt Volley: 45 yard AoE dealing 2775-3225 Frost damage, resistible
  • Healing Wave: Single target heal unrestricted by LoS or range, cast on any mob or herself, heals 20-30% of the target's total HP. Interruptible, 15s cooldown
  • Tidal Surge: every 10–15 seconds, 10 yard AoE stun (players are frozen in an ice block) for 3 seconds. No aggro reset, resistible
  • The Whirlwind: From time to time, a whirlwind spawns near Caribdis, which moves all over the whole room. It deals no damage, but lifts players up in the air for about 3–9 seconds and gives a debuff which increases cast time

Raid composition

The group with the Tidalvess (Shaman) tank should contain a shaman, who keeps Spell nature groundingtotem [Grounding Totem] up at all times, to negate Tidalvess' Frost Shock.

Due to the mechanics of Fathom-Lord's Cataclysmic Bolt, paladin tanks are not advisable for this fight. Damage caused by this ability to a tank with ~18-20k health is very difficult to heal through and can easily cause a wipe for entire raid.

Kill Order

Since Blessing of the Tides is a rather evil buff for the boss, it's reasonable to kill the adds first. The priest is the easiest add to control and should be killed last. Whether the shaman or hunter has to be killed first is a matter of choice. The hunter drains mana, the shaman deals the most damage - if the two main tanks both have good gear, it may be better to kill the hunter first. The following kill order minimizes the damage taken by the raid:

  1. Tidalvess (Shaman add)
  2. Sharkkis (Hunter add)
  3. Caribdis (Priest add)
  4. Karathress (boss)

Every time an add dies, Karathress gains a new ability (similar to the Anubisath Mobs in the Temple of Ahn'Qiraj):

  • When the shaman's dead, Karathress starts to drop the same "Spitfire Totem" as the Shaman
  • After Sharkkis the hunter dies, Karathress permanently gains "The Beast Within", greatly increasing his melee damage output
  • From Caribdis the priest, Karathress gains "Tidal Surge" (10 yard AoE ice block freeze every 15–20 seconds)

Positioning

First the entire room and the patrol in the next passageway must be cleared. Tanks list:

  • Karathress - best geared main tank
  • Tidalvess - 2nd main tank
  • Sharkkis - offtank
  • Sharkkis pet - offtank (possibly the same as the Sharkkis offtank, if well geared)
  • Caribdis - warrior offtank

The shaman and the priest both have a 45 yard AoE spell. After the shaman's dead, Karathress gains that ability from the shaman. Thus the best setup would be to have the boss, the shaman and the priest all 45 yards apart from everybody else. Unfortunately such a setup has not been found so far, so usually the priest add gets a small group in one corner, the boss is tanked near his initial position, while the hunter and the shaman are killed away from the other mobs.

On the pull, Ability hunter misdirection [Misdirection] is best used on the Shaman add (to prevent him from taking out the Karathress tank with a damage burst), on all other mobs it's optional.

Spitfire Totem

During the whole fight, the spitfire totem is a major source of raid damage. While adds are still up, it's absolutely necessary to bring it down ASAP when it spawns. All ranged damage dealers should have a macro to quickly target it i.e. /target Spitfire Totem. When only Karathress remains, it's possible to ignore the totem and simply heal through the damage.

Caribdis Group

One warrior off-tank, a rogue and a shaman healer is the smallest group able to control Caribdis. Adding a warlock, a mage or an additional healer makes the job easier, but also slows down the killing of the other adds and/or makes raid survival more difficult.

The purpose of the priest add group is to interrupt all her heals. The rogue should use Mind-numbing Poison. When the two melee classes are frozen, the shaman healer must pay extra attention to be ready and use rank 1 Spell nature earthshock [Earth Shock] when she starts a heal.

Adding more melee damage dealers to this group is pointless, it only increases the load on the healer. If heals keep getting through, a warlock may keep Spell shadow curseoftounges [Curse of Tongues] active on her, and if the warrior or rogue die frequently it helps to have a second healer paying attention to this group. The healer's job is easier if this group can stay 45 yards away from all other mobs, so that the random damage spells from the other mobs don't interfere.

Quotes

Aggro:

  • Guards, attention! We have visitors....

Killing a player:

  • I am rid of you.
  • Land-dwelling scum!

Killing Caribdis, Sharkkis, or Tidalvess:

  • More knowledge, more power!
  • I am more powerful than ever!
  • Go on, kill them! I'll be the better for it!

Misc:

  • Alana be'lendor!

Upon Gaining Blessing of the Tides:

  • Your overconfidence will be your undoing! Guards, lend me your strength!

Death:

  • Her... excellency... awaits!

Loot

Tier 5 legging tokens:
Other Fathom-Lord Karathress loot

Soloing Fathom-Lord Karathress

Fathom-Lord Karathress is one of the most annoying encounters that ramps up in difficulty (due to Fathom-Guard Sharkkis summon a pet every now and then) until Fathom-Guard Carabidis is killed. It can take quite a few tries to master. In addition, without a reliable interrupt ability on a short cooldown such as Spell deathknight mindfreeze [Mind Freeze], this encounter is impossible to solo due to incoming Healing Waves.

Start the encounter by attcking Caribidis. You must kill her before you can kill any of the other members of the group. When her health starts to dip towards 300k, she will cast a Healing Wave (1.5 second cast, 15 second cooldown), which heals for a little more than 100k health. You have to keep interrupting that to kill her. In addition, she summons a Whirlwind that moves around the room. You will have to kite the group away from it. You can get very easily caught in the Whirlwind as one of the group members constantly knock you back, reducing your control over movement. When that happens, you will be out of range to interrupt Caribidis' Healing Waves should she cast it.

If your damage is high enough, to work around the healing Caribidis does, attack one of the pets that Sharkkis summons and bring it down to near 50% health. Caribidis will always heal the target with the least percentage of health, this, she will heal the pet. Still, it is advisiable to keep interrupting her (Every interrupt will thus not require you to damage a pet) as the longer you take to kill her, the higher the rate of damage taken (due to increasing numbers of summoned pets).

Once Caribidis is killed, start killing all the pets that Sharkkis has summoned. Once all the pets and Carabidis are dead, the fight becomes very easy. Even when Karathress has the Blessing of the Tides and all guards dead, conferring him new abilities, he is still a pushover. Next up, kill Sharkkis, followed by Tidalvess and finally the Fathom-Lord himself.

He drops 250 gold, 3 Tier 5 tokens and 1 epic item.

Patch changes

  • Template:Patched

First kills

 

shortcut iconSee also: The Burning Crusade: Guild Progression

External links